Development Cycle Archive

Thread: Holobits?!?!?!

Thornstar
Tue Aug 10, 2004 6:30 am
#118

In regards to looping macros. The problem with them is they are being used by AFK players so they can leave their PC on overnight, or while they are at work and get a certain amount of XP.

Why not create a check for AFK players. Right now players can turn off the timeout option. Also any looping macro will keep them logged in. Why not stop players displaying the AFK tag from running macros. there is no need to run a macro if you are AFK. And if you are not AFK then there HAS to be true player input from a keyboard/mouse to stop you from timing out. This way players who are generally AFK will be able to stay afk while they go and have their dinner, take a phone call, go to the toilet and still be able to keep their buffs on or stay in a group, for when they get back. And they wont be able to run macros so its not hurting anyone. BUT for non AFK players, they can still sit at the keyboard, chatting while dancing, sampling, playing while running a looping macro and because of the timeout restrictions they will have to be at the keyboard to give input. This will also keep the helpful crafting macros ingame.
Dextline
Tue Aug 10, 2004 6:34 am
#119

I strongly doubt that 110 items was in any way TH's decision, just some dev who have never ever tried running a crafting business. But even vendors who holds no storage has way above 110 items. 300ish items seems to be what my crafter friends hold per vendor atm and that's even with several vendors to split up their products. With this "patch" they might as well have put a limit on all crafting professions so none could make more than 5 different items. Tailors only able to make 1 type of shirt, 1 jacket, 1 pair of pants, 1 pair of shoes and 1 hat (chef ofcause), with all the color variation that should keep them just under the limit of 110 items.
Blimigerite
Tue Aug 10, 2004 6:58 am
#120

TH, if you are unfamiliar about Intrepid's greatest player event please read up on all that is involved in Groovefest. A merchant item cap will kill off this event inwhich merchants across the server gather to sell their wide selection of goods and thousands of Intrepidians gather for this event to shop and party with smaller events being held to include every possible type of player from entertainer to combatants to roleplayers. The success of Groovefest has launched it into it's 5th occurance which is coming right around the bend (hopefully before this patch goes live) An item cap on the vendors will cripple the income provided to throw such an event in the future and as patron of this Festival I would be saddend to see it disapear.



Ladu Blimigerite / Izurak Blimigerite
Dark Jedi & Jawa Choking Addict / Respec'd BH & Generally
..................................................
a cranky old man
Member of The Lost Soldiers Gaming Clan.
Join our community at www.lsclan.com
IPS: Jawa Camper


nefarious2
Tue Aug 10, 2004 7:04 am
#121

TH, I had a question about the Vendor limit. Would that include anything in a pack? and if it does, would there ever be a chance of upping the Crate and resource stack amount?



Khasper Wavingfly - Master Artisan/Master Bio-Engineer/Imperial Pilot - Naritus


"Are you threatening me Master Jedi?"
Propain666
Tue Aug 10, 2004 7:07 am
#122


Message Edited by Propain666 on 08-10-2004 07:08 AM



Your Move SOE....
Propain666
Tue Aug 10, 2004 7:08 am
#123






Blimigerite wrote:

TH, if you are unfamiliar about Intrepid's greatest player event please read up on all that is involved in Groovefest. A merchant item cap will kill off this event inwhich merchants across the server gather to sell their wide selection of goods and thousands of Intrepidians gather for this event to shop and party with smaller events being held to include every possible type of player from entertainer to combatants to roleplayers. The success of Groovefest has launched it into it's 5th occurance which is coming right around the bend (hopefully before this patch goes live) An item cap on the vendors will cripple the income provided to throw such an event in the future and as patron of this Festival I would be saddend to see it disapear.







Damn that sounds like alot of fun....


People standing outside there tents barking off what items there selling. A true Bazaar....


Very nice, to bad they dont do that on Flurry.


also to bad it will be nerfed into the dark ages....



Your Move SOE....
LukeBorgman
Tue Aug 10, 2004 7:08 am
#124


Even if the vendor item limits are partially restored, the Vendor Nerf will still have negative effects on the economy. By forcing crafters to maintain skill points in Merchant, the vendor purge will flush many crafters out of public business. Perhaps some think there is too much competition already. I bet most who think that are Merchant/crafters who don't think they are making enough money.


Even if item limits are partially restored, I'm still closing my Architect shop. I know of other crafters who are fed up too. We like making stuff so we'll keep crafting but only for our friends. I struck a balance with Master Architect/Master/Artisan/Master Rifleman/Novice Scout. I'm not giving that up for Merchant skills. Doing so long enough to place a couple vendors in my shop was a reasonable trade. Permanent dedication of skill points to Merchant to have a viable personal crafting business squeezes out non-crafting play for that character.


After Publish 10, the post-Hologrind economy will be even more like real life. Few Merchant/Crafters will dominate high end product sales with very little competition. Everquest 2 is getting it right. Combat experience and Crafting experience are different pools so that players can do either or both without penalty.

Message Edited by LukeBorgman on 08-10-2004 07:10 AM



- - - - - - - - - - - - - - - - - - - - - - - - -
testing SWG again
Iceman-KG-
Tue Aug 10, 2004 7:09 am
#125




I think statements like that are precisely what they are trying to get rid of, and for good reason.






Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY- 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS


There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS









Colonel Iceman-KG-
Black Epsilon Ace, RSF Ace
Corsec Pilot
Propain666
Tue Aug 10, 2004 7:13 am
#126






Iceman-KG- wrote:




I think statements like that are precisely what they are trying to get rid of, and for good reason.






Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY- 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS


There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS













I have to agree with ya on this point.



This guy is a dope for even listing that crap. You just made it painfully obvious why this change is happening and because of who.. people like YOU!



DONT USE VENDORS AS STORAGE AND WE WOULDNT HAVE THIS PROBLEM...



(and the community turns on one another)

Message Edited by Propain666 on 08-10-2004 07:13 AM



Your Move SOE....
Mkappus
Tue Aug 10, 2004 7:20 am
#127

TH,


Thanks for finally commenting on the vendor changes. My biggest concern is that you are implementing both changes at the same time:


1. Drastically reducing the number of vendors by getting rid of the ability to have a vendor without the appropriate skill. I would imagine that realistically 50% of the vendors in the game are invalid.


2. Drastically reducing the item count possible to have on a vendor.


I fully support the first change and think it is a great idea. The second idea I can see some reasons for caps, albeit much higher caps. However, change #1 is going to result in the need for a vast quantity of goods to find homes on new vendors. If chang #2 is implemented at the same time I don't think it will be possible for the merchants to absorb the goods. Hypothetically, I lets say there are currently 500,000 items listed on 5,000 vendors. After change #1 there will only be 2,500 vendors left, and if you get the cap raised to 1,000 items, there is only the possibility to have 250,000 items listed. So half of the goods for sale may wind up getting deleted from stockrooms of invalid vendors, because no one has anywhere to put them.


If SOEs goal is to purge the game of thousands of items, then go ahead and do both changes at once. However, I would recommend making change #1, allow 4-6 weeks to pass, then implement change #2.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Bowoci
Tue Aug 10, 2004 7:54 am
#128

Just a couple comments on what's coming in Pub 10....


Due to how vague you have been on the change to Unlocking Force Sensitivity... it appears that this "Village" only becomes an issue AFTER you've unlocked?? So all the talk of Quests to unlock was misleading? I've seen it alluded to in other posts that in order to Unlock... we're just going to "Play the Game"??? So how do you possibly give us credit for grinding any number of professions... and give us credit for "Playing the Game"??



My personal "guess" is that we're going to have to earn EVERY badge in the game in order to Unlock now... including all 9 badges from the Corvette... Imp, Rebel and Neutral...


Trying one more profession... will be #23 for me... ::crossing fingers::



Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

lexington23
Tue Aug 10, 2004 8:13 am
#129

You guys know the final number, it's decided. What you should really be doing is improving your hardware to keep the game as it is. But, we all know that you aren't going to do that. So you can at least go ahead and tell us the real number so that we can prepare to accept this lower level of service that you are once again about to provide.



Tell us the new limits now so that we can prepare for it. I can accept your latest failure but I need time to get ready.

VarnaxDespin
Tue Aug 10, 2004 8:21 am
#130







Ke_la wrote:


VarnaxDespin Wrote

Vendors are a merchants main tool, much like a rilfe is a riflemans main tool,Limiting items per vendoris akin to telling a rifleman they can only shoot a rilfe so many time per day....It is absurd.






You Merchants really like to compare your Main/Only Iteam that makes you what you are to weopons however in this case you made a bad comparison while yes there is no Hard limit on how many shots per day you can take with a rifle there is a Soft Limit on it because EVERY shot you take does damage to the weopon while how much damage it takes can bet altered by shot selection (not using overchage) and Slicing. It does take damage even if you never use special moves, so there is a limit on the Total Number of shots a Rifle can take befor it is need of repair (wich in the BEST outcome it lowers the Max condition and fully repairs it to the new Max(eventullay rendering it un repairable if its not destoried in the repair proccess)) or replacement.







IMO you are miss interpeting my intetion, and I may not have been clear, so let me expand on my thought.


1st a combat proffession is limit by the spd cap and the condition of a weapon.


The loss condition of a weapon for shooting it does not limit the skill/or abilty to shoot.. the weapon itself is the limitation. Theoretically you could have 100 weapons on you person and stay online from server re-boot to server re-boot and shoot those weapons for as long as you desire. While there is a "actual" finite number of shots that could be made in a day...that number is going to depend on the amount of enemies you can find to shoot and the spd cap at which you shoot... but you have at least have the option of doing that..


Merchants have the option of theoretically stocking and infinte number of items..how many vendors have to stumbled arcoss that currently stock an unlimited number of items? My guess is none


While theoretically the number of items on a vendor has no current limit, we.. merchants are limited already by something called the 30day drop off....if I spend 8 hours of RL time puting 20k identical items up on my vendor...then most likely 30 days from now I am going to have 15k+ "item auction unsuccessful" emails to delete and I am going to have to sepnd another 6 hours of my time restocking those items...


Plain and simple even a powergamer does not want to waste hours of thier time that they could use playing this game, adding extra overstocking items to an archaic vendor system.


We merchants control ourselves and place as many items as we think is necessary to maintain a selection and keep up with our sales...but we do not overstock by massive amounts because we dont want to waste hours of our time restocking those items. In other words....we are limited...by ourselves, just as combat class is most likely not going to spend 24 hours a day 7 days a week, week after weekonly shooting thier gun...



Message Edited by VarnaxDespin on 08-10-2004 08:34 AM



Varnax Despin
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